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Found 13 results

  1. I have crafted numerous ships now (mostly Lynx out of Fir and Oak) and I have not gone up a crafting level from 0 to 1 yet. The wiki shows that you need 55 XP for level 1 which I should have surpassed a while ago. Am I doing something incorrectly?
  2. Hi guys, I have been thinking this for a long time, I have mentioned in many unrelated threads. I know many has similiar ideas. As new ranks has been introduced, which is very welcome addition because players kind of rushed to much bigger ships without learning vital game mechanics like manuel sailing, which ended up with lots of pain, rage cause they were losing their valuable/bigger ships to other players and to npcs! Time to time even effecting group battles. I really think this new rank system should get proper improvements and changes to fit the purpose. AIM: Change leveling up from mindless grinding of thousands of generic bots into something enjoyful and useful. A captain who gains rank, should be gaining real experience in a meaningful and enjoyable journey. HOW: Change how players rank up, set a final goal, define sub goals/missions, give true rewards and let captains feel the accomplishment. RESULT: Players see ranking up as a real rewarding accomplishment, they become more confident and more competent on the long journey. EXAMPLE: ( all numbers are made up just to give an idea) POST CAPTAIN RANK requirements: 1) 100K experience is needed. 2) 5 times patrol zone completed. 25K xp granted. (patrol related stuff can be optional but it should accelerate xp gain) 3) 5 player 5th rates or above hunted, assists counts as 0,25 kills. 35K xp granted. (pvp related stuff can be optional but it should accelerate xp gain) RANKING UP results: 1) A ranking up captain recieves a nice sealed handwritten letter from Admirality for his success.(not the ugly in game email) 2) He is given a ship permit fitting his new rank. A nice prize. ( Lower level captains should recieve ship note up to light frigates, wow!, make the note teak/wo fixed, I hate to see new guys redeeming fir/crew ships) 3) A small chest is earned! Includes a random ship upgrade. 4) Some Reals / Dobloons and small amount of Repairs are given by admirality for the effort. *** Isn’t it a nice result, what an accomplishment with great loot at the end. * Tutorials give big experience for initial ranks.( I would instead love to see scripted start campaign for the new players including the tutorial. At the end of the campaign details of nations map, and selection of where they will start, very encouraging easy nations according to low population to be recommended.) * Lower ranks should include missions like building farms/mines, doing some trade and delivery missions. Attending patrol zone event, establishing outposts etc. * Highest ranks may require RVR attendance with contested port battles. May require more pvp kills etc. but these should never be exessive not to block and lock progression due high difficulty. * Optional crafter / trader goals can be added for xp boost. * Unlocking same rate similiar rigger ship to full should give accelerated unlock for same class, or unlock 3 slots instead. I know this will be very important when game will be released. Thank you very much guys for spending your time and reading my purposal. We all love the game, hope it becomes much better, more fun for all of us. This kind of ranking up or similiar approach is surely needed, will be a great addition to Naval Action.
  3. Hello, I have a question - maybe someone could help me. Are unit stats capped at 100 or they can be higher ? If they can reach above 100 is there a method to see what they actually are ? How it influence unit performance ? Is the unit with firearms 200, efficiency 80 and command 80 shooting better than unit with firearms 100, efficiency 80 and command 80 ? Is it twice as good ? I would be really thankful for help. Cobramys
  4. I made this Perk Calculator/Emulator, just to make an idea how your units will end. It could be helpful when deciding which Perks you want for a given Brigade. Ultimate_General_Civil_War_Perk_Emulator_v0.4.xlsm Usage: click the cells and chose options from a list. Feedback would be appreciated. I hope it helps.
  5. Currently, experience is provided to players based on the hull hits they score on a killed target. This entirely leaves out players who score primarily sail or crew hits. This is a major flaw especially for sail hits because there are many situations and strategies when playing alongside friendly ships wherein a captain may legitimately maximize their effectiveness by focusing on rigging or crew damage, and as of now they receive zero credit for it. Even further, the task of dedicated rigging attackers is best suited to smaller vessels that are commonly captained by newer players. It is very hard to new players to sail alongside higher ranks in larger battle because even though they can provide the very useful contribution of rigging hits and raking grape attacks, they won't get any points for doing so and are thus discouraged from training alongside folks. From a new player retention viewpoint, this could also provide some much needed encouragement for midshipmen and the like as they'd actually be useful and benefit themselves from participating in fights they're invited to by more experienced players, who can even show them the ropes in the process.
  6. Problem: As I see it experienced players gaining even more of an edge over new players through ship experience and upgrades/builds. For veteran players it upgrades + mods + builds means a player must have a PvE ship and a PvP ship if they want to do both. If they are on a PvE mission and are jumped they are at a disadvantage or if they want to now PvP they have to sail back and change to their PvP build (how many times have I seen/heard "let me go back to port and get my PvP build..."). Evidence: Two players encounter each other in OW, both of them in say a Lynx. One is brand new and the other is a veteran. The new player has a base ship (say oak with oak planking) and medium 6pdrs with no ship knowledge and thus no upgrades. The veteran player can use his ship knowledge + permanent upgrade slots to fit a combination of, what.. seven out of FORTY SIX different Upgrades that when stacked can give (him as a singular example) +16% hull penetration (Bow Figure - Rattlesnake + Almeria Superior Gunpowder) or +22% hull penetration if you can stack Guacata Superior Gunpowder on top of that - not including if he is using 6pdr longs. 46 upgrades is way too many - especially coupled with the various wood combinations and planking and then add Officer Perks and you can have a crushing imbalance for a new player to try and overcome. Are all these upgrades really necessary? What do they add to gameplay other than imbalance? Why does a veteran and experienced player even need these things? The example I gave above is regarding guns but the issue travels into the speed meta problems as well. Having a handful of speed mods + wood choices + officer perks and suddenly you are untouchable in your Wasa (or pfrig etc). You can gank and run as you choose and none can touch you. Solution: Level the playing field. Officer perks are gained through experience and they provide any sort of "mod" abilities across all ships. Ship "knowledge" is Ship Veterancy and takes the form of purely cosmetic effects like sail colours or paintjobs or signal flags. Number of woods reduced to 4 or 5 (not 8) and values tweaked accordingly. In Conclusion: A player shouldn't need a PvE ship AND a PvP ship. More Byzantine systems of mods and tweaks and upgrades and perks and woods do not great gameplay make. Getting people on the water and letting player experience and knowledge decide a battle is far more fun, realistic and challenging than who has the better upgrades/speed meta.
  7. Add a profile page, with all ships of the game and the curent experience you have in all ships, so you can easy check if you have all the unlocks and what ships need more training to get the upgrades, guys, what do you think about this idea?
  8. Howdy Folks, Personally, I hate the new system of having to unlock Knowledge Slots of certain ships to then be able to unlock the Slots of other ships. It annoys me to be forced to drive something to make something else better. To me, it takes sand out of the box. As soon as I'm done with the Brig I'll never drive one again (until another wipe and I have to do it again...) But since this is the way it is now, I'll deal with it. That said, it would be nice if the Experience you get from Sailing between ports, would also be added to the specific Ship Knowledge experience. I mean, I got that experience sailing that boat, why don't I get that experience on that boat? It would be a great help to alleviate some of this new grind as well as get me personally out of a ship I absolutely detest sooner (the Brig).
  9. It seems like the enemy has almost the best rifles and superior experience no matter how many battles I win. Make it all the way to Gettysburg fighting through that anyway and it's just annoying at this point. After all that time my experienced troops with mostly 2 stars hold a little while but everyone else seems to run when a gun fires. Then the game will start me with my troops in the worse places while the AI charges or just seems to appear in perfect position. Love the game and idea but this is killing it for me.
  10. Originating off my post in the patch notes thread: http://forum.game-labs.net/index.php?/topic/15638-development-plans-for-conquest-mechanics-rvr/?p=293895 Note: These are just rough ideas. The rewards, map design, ship types, fleet designs, etc.. Minor details can be worked out or discussed. Myself and a few of the players in the community have begun to feel that the current mission system is getting a bit stale. Things became a bit more fun and exciting when fleet missions were introduced but the base mechanics remained the same in that your objective scenario is always the same. "Go here, shoot this." Well to a certain regard that is what the game is but there are other ways... more creative ways of going about combat rather than the current sail to point X spawn in head to head and sink what's in front of you mission types that we have now. To break up the menatoney Here are perhaps a variety of new mission ideas: Exploration - Discover 5 new ports (player has to dock in 5 new ports that they have previously never been to before.) - Limited once per rank Exotic Trade - Mission will spawn an exotic good in the port where you start the mission and task you to deliver that item to another port of the same or ally nation Escort - Battle instance will load with a landmass with a harbor on each side. Your goal is to escort a trader to a circle near the opposite end of the map as 1 or more npc's want to kill you and your trader. Intercept - You and 1 NPC spawn in vs a trader and 1 NPC and your job is to kill or capture both ships. (Opposite of Escort) Fleet Intercept - A well guarded group of trader ships are being escorted and you and your group must kill and capture them all. Fire Watch - (Group Mission) You spawn in next to a large NPC fleet of line-ships of your nation. Your nation's NPC.s sail in a straight line and in 3 waves npc's equipped with the fireship module will spawn that will be trying to target your ships of the line. You and your group must sink all 3 waves of fireships. Coastal Assault - You spawn in next to an abandoned mortar brig and you have to sail over to it and take command of it and start killing structures/towers. As you do this you have a npc fleet of ships "carrying troops" that will be sailing into the port. Your mission is to destroy all land targets before they can kill your assault fleet of NPC's. To Arms! - Daily mission - Win one small battle or one large battle (Through joining in the port user interface) Mission is active until a win is achieved. On Guard! - Daily mission - Player assumes coastal patrol duties and is flagged as "Coast Watch" or "Coast Guard" for one hour. Player receives x3 experience for travel and x2 experience and gold for combat fought in friendly territory sphere of influence. In Plain Sight - This will be covert ops mission. The mission spawns you at a mouth of an enemy harbor at night (very dark and foggy). In this harbor there will be multiple ships of the line at anchor (and remain at anchor). You leave your current ship outside and nearby you take control of a cutter (or a gunboat maybe?) and your mission is to sneak around to the center rear of the enemy harbor and interact with their flagship and plant a powder charge then sneak back out again. As you sail away a slowmatch fuse will burn and then the powderkeg will ignite setting off a large explosion on that ship. On the shore in say 2 or 3 places there are combat towers but with very poor range (due to it being night and foggy). Also in the harbor are enemy patrol boats (cutters, gunboats, pickles, or something..) just sailing around but they will have a radius drawn around them (just like we see the radius if we tag someone in open world.) If you come within that radius then we essentially are "detected" and that ship will start shooting at you. If you sink you fail.
  11. I am levelling a character but yesterday, when I reached the limit of 3000xp (BTW I did it with the travel XP) instead of getting the new rank, I kept the old one with the indication "XP to next rank 3004/3000". I will check today if it is fixed, but I wanted to highlight this weird bug that occurred yesterday (and maybe ask if you can fix it)
  12. This is a suggestion from the perspective of a completely new player. Keep that in mind please. If you have been hanging around the faction or help chat any, you may see this post "CRAP...I have a leak and repair isn't fixing it." or may be "%#$@ $%#$@%^ #$@% I just sank to a leak I could not fix $@#!$##!!" Why, why is this so prevalent in new players? Simply put when your new in the game and you get a leak you think "repair". You have a leak, you want to repair it. The term "survival" means something different in many minds, it means to stay alive and is not directly related to repair. Sure repairing something could mean your surviving...but that is not the first thought that enters into the mind. I mean, when you replace a tire on your car do you think "I am going to survival my car!!" No...probably not. So to combat this ambiguity, I suggest a simple change to the wording of button eight. From Survival to Damage Control. Fire, leaks, and what may come all fall under the umbrella of Damage Control. And while Survival does work and may work in the context of the time period. This is a game and new players should understand that if you press eight, bad things will be fixed. Remember a new players first impressions will, for now, be made in combat. To feel helpless and to sink causing anger and frustration in your first fight because you do not know what button to press because it is not obvious leaves a bad impression. It is part of learning, but that curve can be lessened by a degree with just a small text change.
  13. I like the introduction of the 'Honour Kill' system, but like many I think the release version should be modified somewhat. What is an Honourable kill.= Destroying or otherwise doing the most 'damage' to a ship of equal or greater strength. Suggestion. Long Term. The ship you are sailing should be of a suitable Rate to your RANK. The targeted ship should be of an equal or higher rating than the SHIP you are sailing. In order for suitable ships to be available for this task, I believe at least 1 basic recipe ship should be available for each Rate. Players should have the option of using this basic recipe ship or a special drop recipe ship if they can build or have one built for them to use. Temporary fix current build. If insufficient rated ships are available in game to test this theory, then there are a few ways this can be rectified. 1) Provide a basic quality redeemable ship at each rank advancement of a suitable type per character. 2) Temporarily move a ship into the basic recipe tree so that it can be built by more crafter's on reaching crafting level 'x'. 3) Allow undermanned ships of a higher rate to be able to accrue honor kills. (eg undermanned 74 instead of Constitution)
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